mirror of
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eb528ae0f0
* Add workflow to perform automated checks for PRs * Downgrade Microsoft.CodeAnalysis to 4.4.0 This is a workaround to fix issues with dotnet-format. See: - https://github.com/dotnet/format/issues/1805 - https://github.com/dotnet/format/issues/1800 * Adjust editorconfig to be more compatible with Ryujinx code-style * Adjust .editorconfig line endings to match .gitattributes * Disable 'prefer switch expression' rule * Remove naming styles These are the default rules, so we don't need to override them. * Silence IDE0060 in .editorconfig * Slightly adjust .editorconfig * Add lost workflow changes * Move .editorconfig comment to the top * .editorconfig: private static readonly fields should be _lowerCamelCase * .editorconfig: Remove alignment for declarations as well * editorconfig: Add rule for local constants * Disable CA1822 for HLE services * Disable CA1822 for ViewModels Bindings won't work with static members, but this issue is silently ignored. * Run dotnet format for the whole solution * Check result code of SDL_GetDisplayBounds * Fix dotnet format style issues * Add missing trailing commas * Update Microsoft.CodeAnalysis.CSharp to 4.6.0 Skipping 4.5.0 since it breaks dotnet format * Restore old default naming rules for dotnet format * Add naming rule exception for CPU tests * checks: Include all files before excluding paths * Fix dotnet format issues * Check dotnet format version * checks: Run dotnet format with severity info again * checks: Disable naming style rules until they won't crash the process anymore * Remove unread private member * checks: Attempt to run analyzers 3 times before giving up * checks: Enable naming style rules again with the new retry logic
115 lines
3.4 KiB
C#
115 lines
3.4 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.OpenGL.Image;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.OpenGL
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{
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class DisposedTexture
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{
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public TextureCreateInfo Info;
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public TextureView View;
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public int RemainingFrames;
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}
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/// <summary>
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/// A structure for pooling resources that can be reused without recreation, such as textures.
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/// </summary>
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class ResourcePool : IDisposable
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{
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private const int DisposedLiveFrames = 2;
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private readonly object _lock = new();
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private readonly Dictionary<TextureCreateInfo, List<DisposedTexture>> _textures = new();
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/// <summary>
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/// Add a texture that is not being used anymore to the resource pool to be used later.
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/// Both the texture's view and storage should be completely unused.
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/// </summary>
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/// <param name="view">The texture's view</param>
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public void AddTexture(TextureView view)
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{
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lock (_lock)
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{
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if (!_textures.TryGetValue(view.Info, out List<DisposedTexture> list))
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{
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list = new List<DisposedTexture>();
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_textures.Add(view.Info, list);
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}
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list.Add(new DisposedTexture()
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{
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Info = view.Info,
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View = view,
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RemainingFrames = DisposedLiveFrames,
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});
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}
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}
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/// <summary>
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/// Attempt to obtain a texture from the resource cache with the desired parameters.
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/// </summary>
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/// <param name="info">The creation info for the desired texture</param>
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/// <returns>A TextureView with the description specified, or null if one was not found.</returns>
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public TextureView GetTextureOrNull(TextureCreateInfo info)
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{
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lock (_lock)
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{
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if (!_textures.TryGetValue(info, out List<DisposedTexture> list))
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{
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return null;
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}
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foreach (DisposedTexture texture in list)
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{
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list.Remove(texture);
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return texture.View;
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}
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return null;
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}
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}
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/// <summary>
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/// Update the pool, removing any resources that have expired.
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/// </summary>
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public void Tick()
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{
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lock (_lock)
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{
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foreach (List<DisposedTexture> list in _textures.Values)
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{
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for (int i = 0; i < list.Count; i++)
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{
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DisposedTexture tex = list[i];
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if (--tex.RemainingFrames < 0)
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{
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tex.View.Dispose();
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list.RemoveAt(i--);
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}
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}
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}
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}
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}
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/// <summary>
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/// Disposes the resource pool.
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/// </summary>
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public void Dispose()
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{
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lock (_lock)
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{
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foreach (List<DisposedTexture> list in _textures.Values)
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{
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foreach (DisposedTexture texture in list)
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{
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texture.View.Dispose();
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}
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}
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_textures.Clear();
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}
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}
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}
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}
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